Black Box (you know we need it)

Do any explorers really fly back to the bubble with loads of highly valuable data in open??
As evidenced by some of the above posts, some maniacs do out of "principle" (although they do have some protection in numbers, and that makes it a bit less crazy), but I do not. Screw that noise. Money is money. Solo back to the Bubble bank is 100% the smart play.
 
But isn't it worse than just money? I thought that the game won't show you as discoverer of a system or body unless you hand in the data...
Indeed. I mean, if that sort of thing is really important to you. It just so happens that the last thing I care about is having my name on systems, because chances are, no one else will ever see it. And even if they do see it, they'll just hate me because they've encountered yet another system that they can't put their name on. The problem is that ED doesn't glorify our discoveries in any way. Frontier leaves it up to us to feed our data into third party sites and be proud of ourselves for how far we've gone.
 
As evidenced by some of the above posts, some maniacs do out of "principle" (although they do have some protection in numbers, and that makes it a bit less crazy), but I do not. Screw that noise. Money is money. Solo back to the Bubble bank is 100% the smart play.
When I went to get some guardian weapon blueprints on sunday I went there in Solo of course. While driving around I witnessed a hilarious shouting match between a fellow collector and either a RP goid lover or a ganker using RP as an excuse - take a pick. Seems the player was shot down to "defend the Thargoids", and all I could think was: Who is stupid enough to come here in open???
 
as long as the black box is visible in all modes of play and can be picked up in any mode of play by anyone once dropped (first come first served) , I'm all for such a new module.

seems reasonable. though i imagine it would require a bit more server side changes than a normal module add so that the original player visited systems become associated with the black box and transfer to the first player that picks it up.

and to be clear if that new owner has a black box and dies, the combined explored systems will be included.

upon turn in only the net new systems of all personal and black box data applies.

yea. that would be cool. even more so if by some magic space was made dangerous so death in the black was more common and not just a result of not paying attention to the game. in the two scenarios where it matters. (post jump and landing)
 
I was thinking again about the suggestion and there might be one specific, technical problem: Persistence. Since it is a player based item, there is no way to make it persistent, after the Player logs out.

Or is there a way or example to proof the oposite? Carrier are a whole different Thing...
 
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I was thinking again about the suggestion and there might be one specific, technical problem: Persistence. Since it is a player based item, there is no way to make it persistent, after the Player logs out.

Or is there a way or example to proof the oposite? Carrier are a whole different Thing...
I did address this in my short post in the "stupid high hopes" thread linked above, see there for some initial thoughts. It's not entirely trivial to implement since it involves more than designing a little item. It needs to get its own life in the database, with all the strings attached considering foreseeable circumstances, a timeout to avoid filling the servers with bloat, etc. But I think it's possible and very much desirable.
 
A great and funny idea. Then someone would find a box, right beside a tourist beacon some 6K Ly away from the bubble. That was a true "OMGWTF"-moment for me when I crashed at that beacon. :ROFLMAO:


Those poor tourists did not stand a chance...
 
Great idea! It needn't be a module, it doesn't really need to exist outside of a physical crash site/salvage instance. Just a node of the players exploration data.
 
Great idea! It needn't be a module, it doesn't really need to exist outside of a physical crash site/salvage instance. Just a node of the players exploration data.

Instances are per player. Once the player leave the instance and anything in it that isn't permanent is gone, crash sites, salvage etc, all gone. The permanent objects that exist in the galaxy and instanced objects exist by 2 different sets of rules.
 
Instances are per player. Once the player leave the instance and anything in it that isn't permanent is gone, crash sites, salvage etc, all gone. The permanent objects that exist in the galaxy and instanced objects exist by 2 different sets of rules.
What I mean is it doesn't have to be a physical object in game like a module, it can be just data associated with the player. The only iteration of this data as a physical game object is when it's located at a crash site, but that is just a physical representation of the black box in the game world (just like the salvage mission type). It's a collection of game data with a player tag, not a permanent (or even temporary) game object.
 
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